OpenSceneGraph/include/osgUtil/CullVisitor

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2008 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
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#ifndef OSGUTIL_CULLVISITOR
#define OSGUTIL_CULLVISITOR 1
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#include <map>
#include <vector>
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#include <osg/NodeVisitor>
#include <osg/BoundingSphere>
#include <osg/BoundingBox>
#include <osg/Matrix>
#include <osg/Drawable>
#include <osg/StateSet>
#include <osg/State>
#include <osg/ClearNode>
#include <osg/Camera>
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#include <osg/Notify>
#include <osg/CullStack>
#include <osgUtil/StateGraph>
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#include <osgUtil/RenderStage>
#include <osg/Vec3>
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namespace osgUtil {
/**
* Basic NodeVisitor implementation for rendering a scene.
* This visitor traverses the scene graph, collecting transparent and
* opaque osg::Drawables into a depth sorted transparent bin and a state
* sorted opaque bin. The opaque bin is rendered first, and then the
* transparent bin is rendered in order from the furthest osg::Drawable
* from the eye to the one nearest the eye.
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*/
class OSGUTIL_EXPORT CullVisitor : public osg::NodeVisitor, public osg::CullStack
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{
public:
typedef osg::Matrix::value_type value_type;
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CullVisitor();
/// Copy constructor that does a shallow copy.
CullVisitor(const CullVisitor&);
META_NodeVisitor(osgUtil, CullVisitor)
/** Convert 'this' into a osgUtil::CullVisitor pointer if Object is a osgUtil::CullVisitor, otherwise return 0.
* Equivalent to dynamic_cast<osgUtil::CullVisitor*>(this).*/
virtual osgUtil::CullVisitor* asCullVisitor() { return this; }
/** convert 'const this' into a const osgUtil::CullVisitor pointer if Object is a osgUtil::CullVisitor, otherwise return 0.
* Equivalent to dynamic_cast<const osgUtil::CullVisitor*>(this).*/
virtual const osgUtil::CullVisitor* asCullVisitor() const { return this; }
/** Convert 'this' into a osg::CullStack pointer if Object is a osg::CullStack, otherwise return 0.
* Equivalent to dynamic_cast<osg::CullStack*>(this).*/
virtual osg::CullStack* asCullStack() { return static_cast<osg::CullStack*>(this); }
/** convert 'const this' into a const osg::CullStack pointer if Object is a osg::CullStack, otherwise return 0.
* Equivalent to dynamic_cast<const osg::CullStack*>(this).*/
virtual const osg::CullStack* asCullStack() const { return static_cast<const osg::CullStack*>(this); }
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using osg::NodeVisitor::clone;
From Erik van Dekker, "I made several modifications: * The cause of my errors was that my OSG source directory path contains spaces. To fix this issue I wrapped all paths with quotes, as stated in doxygen documentation. * I also received some warning messages about deprecated doxygen settings, which I fixed by updating the doxygen file, i.e. running \u2018doxygen \u2013u doxygen.cmake\u2018. By running this command deprecated doxygen options are removed, some option comments have changed and quite some options have been added (I kept their default settings unless mentioned). * I was surprised to find that the doxygen OUTPUT_DIRECTORY was set to \u201c${OpenSceneGraph_SOURCE_DIR}/doc\u201d, which does not seem appropriate for out of source builds; I changed this to \u201c${OpenSceneGraph_BINARY_DIR}/doc\u201d. (On the other hand, maybe a cmake selectable option should be given to the user?) * Fixed two warnings I received about unexpected end-of-list-markers in \u2018osg\AnimationPath and \u2018osgUtil\CullVisitor due to excess trailing points in comments. * Fixed a warning in osgWidget\StyleInterface due to an #include directive (strangely) placed inside a namespace. * Fixed a warning in osg\Camera due to the META_Object macro that confused doxygen. Adding a semi-colon fixed this. * Removed auto_Mainpage from the INCLUDE option, because I am positive that this file does not belong there; It never generated useful documentation anyway. * I added the OSG version number environment variable to the PROJECT_NUMBER option so that the version number is now shown on the main page of generated documentation (e.g. index.html). * Changed option FULL_PATH_NAMES to YES, but made sure STRIP_FROM_PATH stripped the absolute path until the include dir. This fixed an issue that created mangled names for identical filenames in different directories. E.g. osg/Export and osgDB/Export are now correctly named. * Changed option SHOW_DIRECTORIES to yes, which is a case of preference I guess. "
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/** Create a shallow copy of the CullVisitor, used by CullVisitor::create() to clone the prototype. */
virtual CullVisitor* clone() const { return new CullVisitor(*this); }
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/** get the prototype singleton used by CullVisitor::create().*/
static osg::ref_ptr<CullVisitor>& prototype();
/** create a CullVisitor by cloning CullVisitor::prototype().*/
static CullVisitor* create();
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virtual void reset();
struct Identifier : public osg::Referenced
{
Identifier() {}
virtual ~Identifier() {}
};
void setIdentifier(Identifier* identifier) { _identifier = identifier; }
Identifier* getIdentifier() { return _identifier.get(); }
const Identifier* getIdentifier() const { return _identifier.get(); }
virtual osg::Vec3 getEyePoint() const { return getEyeLocal(); }
virtual osg::Vec3 getViewPoint() const { return getViewPointLocal(); }
virtual float getDistanceToEyePoint(const osg::Vec3& pos, bool withLODScale) const;
virtual float getDistanceFromEyePoint(const osg::Vec3& pos, bool withLODScale) const;
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virtual float getDistanceToViewPoint(const osg::Vec3& pos, bool withLODScale) const;
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virtual void apply(osg::Node&);
virtual void apply(osg::Geode& node);
virtual void apply(osg::Drawable& drawable);
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virtual void apply(osg::Billboard& node);
virtual void apply(osg::LightSource& node);
virtual void apply(osg::ClipNode& node);
virtual void apply(osg::TexGenNode& node);
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virtual void apply(osg::Group& node);
virtual void apply(osg::Transform& node);
virtual void apply(osg::Projection& node);
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virtual void apply(osg::Switch& node);
virtual void apply(osg::LOD& node);
virtual void apply(osg::ClearNode& node);
virtual void apply(osg::Camera& node);
virtual void apply(osg::OccluderNode& node);
virtual void apply(osg::OcclusionQueryNode& node);
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/** Push state set on the current state group.
* If the state exists in a child state group of the current
* state group then move the current state group to that child.
* Otherwise, create a new state group for the state set, add
* it to the current state group then move the current state
* group pointer to the new state group.
*/
inline void pushStateSet(const osg::StateSet* ss)
{
_currentStateGraph = _currentStateGraph->find_or_insert(ss);
bool useRenderBinDetails = (ss->useRenderBinDetails() && !ss->getBinName().empty()) &&
(_numberOfEncloseOverrideRenderBinDetails==0 || (ss->getRenderBinMode()&osg::StateSet::PROTECTED_RENDERBIN_DETAILS)!=0);
if (useRenderBinDetails)
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{
_renderBinStack.push_back(_currentRenderBin);
_currentRenderBin = ss->getNestRenderBins() ?
_currentRenderBin->find_or_insert(ss->getBinNumber(),ss->getBinName()) :
_currentRenderBin->getStage()->find_or_insert(ss->getBinNumber(),ss->getBinName());
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}
if ((ss->getRenderBinMode()&osg::StateSet::OVERRIDE_RENDERBIN_DETAILS)!=0)
{
++_numberOfEncloseOverrideRenderBinDetails;
}
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}
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/** Pop the top state set and hence associated state group.
* Move the current state group to the parent of the popped
* state group.
*/
inline void popStateSet()
{
const osg::StateSet* ss = _currentStateGraph->getStateSet();
if ((ss->getRenderBinMode()&osg::StateSet::OVERRIDE_RENDERBIN_DETAILS)!=0)
{
--_numberOfEncloseOverrideRenderBinDetails;
}
bool useRenderBinDetails = (ss->useRenderBinDetails() && !ss->getBinName().empty()) &&
(_numberOfEncloseOverrideRenderBinDetails==0 || (ss->getRenderBinMode()&osg::StateSet::PROTECTED_RENDERBIN_DETAILS)!=0);
if (useRenderBinDetails)
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{
if (_renderBinStack.empty())
{
_currentRenderBin = _currentRenderBin->getStage();
}
else
{
_currentRenderBin = _renderBinStack.back();
_renderBinStack.pop_back();
}
}
_currentStateGraph = _currentStateGraph->_parent;
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}
inline void setStateGraph(StateGraph* rg)
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{
_rootStateGraph = rg;
_currentStateGraph = rg;
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}
inline StateGraph* getRootStateGraph()
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{
return _rootStateGraph.get();
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}
inline StateGraph* getCurrentStateGraph()
{
return _currentStateGraph;
}
inline void setRenderStage(RenderStage* rg)
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{
_rootRenderStage = rg;
_currentRenderBin = rg;
}
inline RenderStage* getRenderStage()
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{
return _rootRenderStage.get();
}
inline RenderStage* getCurrentRenderStage()
{
return _currentRenderBin->getStage();
}
inline osg::Camera* getCurrentCamera()
{
return getCurrentRenderStage()->getCamera();
}
inline RenderBin* getCurrentRenderBin()
{
return _currentRenderBin;
}
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inline void setCurrentRenderBin(RenderBin* rb)
{
_currentRenderBin = rb;
}
void setCalculatedNearPlane(value_type value) { _computed_znear = value; }
inline value_type getCalculatedNearPlane() const { return _computed_znear; }
void setCalculatedFarPlane(value_type value) { _computed_zfar = value; }
inline value_type getCalculatedFarPlane() const { return _computed_zfar; }
value_type computeNearestPointInFrustum(const osg::Matrix& matrix, const osg::Polytope::PlaneList& planes,const osg::Drawable& drawable);
value_type computeFurthestPointInFrustum(const osg::Matrix& matrix, const osg::Polytope::PlaneList& planes,const osg::Drawable& drawable);
bool updateCalculatedNearFar(const osg::Matrix& matrix,const osg::BoundingBox& bb);
bool updateCalculatedNearFar(const osg::Matrix& matrix,const osg::Drawable& drawable, bool isBillboard=false);
void updateCalculatedNearFar(const osg::Vec3& pos);
/** Add a drawable to current render graph.*/
inline void addDrawable(osg::Drawable* drawable,osg::RefMatrix* matrix);
/** Add a drawable and depth to current render graph.*/
inline void addDrawableAndDepth(osg::Drawable* drawable,osg::RefMatrix* matrix,float depth);
/** Add an attribute which is positioned relative to the modelview matrix.*/
inline void addPositionedAttribute(osg::RefMatrix* matrix,const osg::StateAttribute* attr);
/** Add an attribute which is positioned relative to the modelview matrix.*/
inline void addPositionedTextureAttribute(unsigned int textureUnit, osg::RefMatrix* matrix,const osg::StateAttribute* attr);
/** compute near plane based on the polgon intersection of primtives in near plane candidate list of drawables.
* Note, you have to set ComputeNearFarMode to COMPUTE_NEAR_FAR_USING_PRIMITIVES to be able to near plane candidate drawables to be recorded by the cull traversal. */
void computeNearPlane();
/** Re-implement CullStack's popProjectionMatrix() adding clamping of the projection matrix to
* the computed near and far.*/
virtual void popProjectionMatrix();
/** CullVisitor's default clamping of the projection float matrix to computed near and far values.
* Note, do not call this method directly, use clampProjectionMatrix(..) instead, unless you want to bypass the callback.*/
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virtual bool clampProjectionMatrixImplementation(osg::Matrixf& projection, double& znear, double& zfar) const;
/** CullVisitor's default clamping of the projection double matrix to computed near and far values.
* Note, do not call this method directly, use clampProjectionMatrix(..) instead, unless you want to bypass the callback.*/
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virtual bool clampProjectionMatrixImplementation(osg::Matrixd& projection, double& znear, double& zfar) const;
/** Clamp the projection float matrix to computed near and far values, use callback if it exists,
* otherwise use default CullVisitor implementation.*/
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inline bool clampProjectionMatrix(osg::Matrixf& projection, value_type& znear, value_type& zfar) const
{
double zn = znear;
double zf = zfar;
bool result = false;
if (_clampProjectionMatrixCallback.valid()) result = _clampProjectionMatrixCallback->clampProjectionMatrixImplementation(projection, zn, zf);
else result = clampProjectionMatrixImplementation(projection, zn, zf);
if (result)
{
znear = zn;
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zfar = zf;
return true;
}
else
return false;
}
/** Clamp the projection double matrix to computed near and far values, use callback if it exists,
* otherwise use default CullVisitor implementation.*/
inline bool clampProjectionMatrix(osg::Matrixd& projection, value_type& znear, value_type& zfar) const
{
double zn = znear;
double zf = zfar;
bool result = false;
if (_clampProjectionMatrixCallback.valid()) result = _clampProjectionMatrixCallback->clampProjectionMatrixImplementation(projection, zn, zf);
else result = clampProjectionMatrixImplementation(projection, zn, zf);
if (result)
{
znear = zn;
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zfar = zf;
return true;
}
else
return false;
}
void setState(osg::State* state) { _renderInfo.setState(state); }
osg::State* getState() { return _renderInfo.getState(); }
const osg::State* getState() const { return _renderInfo.getState(); }
void setRenderInfo(osg::RenderInfo& renderInfo) { _renderInfo = renderInfo; }
osg::RenderInfo& getRenderInfo() { return _renderInfo; }
const osg::RenderInfo& getRenderInfo() const { return _renderInfo; }
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protected:
virtual ~CullVisitor();
/** Prevent unwanted copy operator.*/
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CullVisitor& operator = (const CullVisitor&) { return *this; }
inline void handle_cull_callbacks_and_traverse(osg::Node& node)
{
osg::Callback* callback = node.getCullCallback();
if (callback) callback->run(&node,this);
else traverse(node);
}
inline void handle_cull_callbacks_and_accept(osg::Node& node,osg::Node* acceptNode)
{
osg::Callback* callback = node.getCullCallback();
if (callback) callback->run(&node,this);
else acceptNode->accept(*this);
}
osg::ref_ptr<StateGraph> _rootStateGraph;
StateGraph* _currentStateGraph;
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osg::ref_ptr<RenderStage> _rootRenderStage;
RenderBin* _currentRenderBin;
std::vector<RenderBin*> _renderBinStack;
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value_type _computed_znear;
value_type _computed_zfar;
unsigned int _traversalOrderNumber;
typedef std::vector< osg::ref_ptr<RenderLeaf> > RenderLeafList;
RenderLeafList _reuseRenderLeafList;
unsigned int _currentReuseRenderLeafIndex;
inline RenderLeaf* createOrReuseRenderLeaf(osg::Drawable* drawable,osg::RefMatrix* projection,osg::RefMatrix* matrix, float depth=0.0f);
unsigned int _numberOfEncloseOverrideRenderBinDetails;
osg::RenderInfo _renderInfo;
struct MatrixPlanesDrawables
{
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MatrixPlanesDrawables():
_drawable(0)
{
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}
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void set(const osg::Matrix& matrix, const osg::Drawable* drawable, const osg::Polytope& frustum)
{
_matrix = matrix;
_drawable = drawable;
if (!_planes.empty()) _planes.clear();
// create a new list of planes from the active walls of the frustum.
osg::Polytope::ClippingMask result_mask = frustum.getResultMask();
osg::Polytope::ClippingMask selector_mask = 0x1;
for(osg::Polytope::PlaneList::const_iterator itr=frustum.getPlaneList().begin();
itr!=frustum.getPlaneList().end();
++itr)
{
if (result_mask&selector_mask) _planes.push_back(*itr);
selector_mask <<= 1;
}
}
MatrixPlanesDrawables(const MatrixPlanesDrawables& mpd):
_matrix(mpd._matrix),
_drawable(mpd._drawable),
_planes(mpd._planes) {}
MatrixPlanesDrawables& operator = (const MatrixPlanesDrawables& mpd)
{
_matrix = mpd._matrix;
_drawable = mpd._drawable;
_planes = mpd._planes;
return *this;
}
osg::Matrix _matrix;
const osg::Drawable* _drawable;
osg::Polytope::PlaneList _planes;
};
typedef std::multimap<value_type, MatrixPlanesDrawables> DistanceMatrixDrawableMap;
DistanceMatrixDrawableMap _nearPlaneCandidateMap;
DistanceMatrixDrawableMap _farPlaneCandidateMap;
osg::ref_ptr<Identifier> _identifier;
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};
inline void CullVisitor::addDrawable(osg::Drawable* drawable,osg::RefMatrix* matrix)
{
if (_currentStateGraph->leaves_empty())
{
// this is first leaf to be added to StateGraph
// and therefore should not already know to current render bin,
// so need to add it.
_currentRenderBin->addStateGraph(_currentStateGraph);
}
//_currentStateGraph->addLeaf(new RenderLeaf(drawable,matrix));
_currentStateGraph->addLeaf(createOrReuseRenderLeaf(drawable,_projectionStack.back().get(),matrix));
}
/** Add a drawable and depth to current render graph.*/
inline void CullVisitor::addDrawableAndDepth(osg::Drawable* drawable,osg::RefMatrix* matrix,float depth)
{
if (_currentStateGraph->leaves_empty())
{
// this is first leaf to be added to StateGraph
// and therefore should not already know to current render bin,
// so need to add it.
_currentRenderBin->addStateGraph(_currentStateGraph);
}
//_currentStateGraph->addLeaf(new RenderLeaf(drawable,matrix,depth));
_currentStateGraph->addLeaf(createOrReuseRenderLeaf(drawable,_projectionStack.back().get(),matrix,depth));
}
/** Add an attribute which is positioned relative to the modelview matrix.*/
inline void CullVisitor::addPositionedAttribute(osg::RefMatrix* matrix,const osg::StateAttribute* attr)
{
_currentRenderBin->getStage()->addPositionedAttribute(matrix,attr);
}
/** Add an attribute which is positioned relative to the modelview matrix.*/
inline void CullVisitor::addPositionedTextureAttribute(unsigned int textureUnit, osg::RefMatrix* matrix,const osg::StateAttribute* attr)
{
_currentRenderBin->getStage()->addPositionedTextureAttribute(textureUnit,matrix,attr);
}
inline RenderLeaf* CullVisitor::createOrReuseRenderLeaf(osg::Drawable* drawable,osg::RefMatrix* projection,osg::RefMatrix* matrix, float depth)
{
// Skips any already reused renderleaf.
while (_currentReuseRenderLeafIndex<_reuseRenderLeafList.size() &&
_reuseRenderLeafList[_currentReuseRenderLeafIndex]->referenceCount()>1)
{
osg::notify(osg::INFO)<<"CullVisitor:createOrReuseRenderLeaf() skipping multiply referenced entry. _reuseRenderLeafList.size()="<< _reuseRenderLeafList.size()<<" _reuseRenderLeafList["<<_currentReuseRenderLeafIndex<<"]->referenceCount()="<<_reuseRenderLeafList[_currentReuseRenderLeafIndex]->referenceCount()<<std::endl;
++_currentReuseRenderLeafIndex;
}
// If still within list, element must be singularly referenced then return it to be reused.
if (_currentReuseRenderLeafIndex<_reuseRenderLeafList.size())
{
RenderLeaf* renderleaf = _reuseRenderLeafList[_currentReuseRenderLeafIndex++].get();
renderleaf->set(drawable,projection,matrix,depth,_traversalOrderNumber++);
return renderleaf;
}
// Otherwise need to create new renderleaf.
RenderLeaf* renderleaf = new RenderLeaf(drawable,projection,matrix,depth,_traversalOrderNumber++);
_reuseRenderLeafList.push_back(renderleaf);
++_currentReuseRenderLeafIndex;
return renderleaf;
}
}
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#endif